Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Adridos: What is the team's stance on the issue of "entry requirements" being raised?
Currently, for a mech to be usable, it needs to get upgraded by DHS, ES and have all it's efficiences skilled up, otherwise it is gimping itself in the match. There are already mentions of expanded pilot trees, epics and such and it may very well become a serious issue. Thus I would like to know the official stance on this.
A: This is entirely subjective. It depends at which level you play at. From my 1 in hundreds of thousands of player view, I can roll into a match with a stock Mech and be very competitive, and get lots of enjoyment. I may not be able to compete for 1st place all the time, but I can usually place in the top 8 no sweat. Your skill and Elo rating will definitely drive the level of competitive play you will face, and therefore the requirement to bring a more efficient, upgraded `Mech to the match. This is working as intended, and plays nicely in with how a player’s skill and inventory evolve over time.
I liked this part. To have fun you have to suck. If you don't suck you can't have fun because you need to use cheese builds. This is working as intended? Sweet.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Mahws: Really happy to see the recent command chair post on weapon balancing, doubly so that we can expect them in the next patch. Any word on balancing changes to single heat sinks though? Would be good to see viable non-DHS builds.
A: This will be looked at again closer to or after launch.
Only way to reasonably balance things such as DHS, FF armor, XL engines, Artemis etc is to bring Repair & Rearm back along with the rest of economics you so willingly killed before.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Pencilboom: What do you guys feel about large weapons boating? And what are you guys planning to do to prevent them from creating game imbalances?
A: This is something that Paul is looking into currently and he will post a CC statement on his findings. We’re also exploring incentivizing players to balance out their BattleMechs better on a personal and team level in addition to small tuning changes.
When PPC is a better weapon for brawling then SRMs and LBXs no 'incentivizing' is gonna force people to use balanced builds.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Wispsy: At least on certain mechs (Jenner for one) SSRMs only hit the front ct, even if the mech is directly behind you you can die with full back armour. Is there any plans to change this at all considering how quickly they can kill lights right now?
A: Currently the SSRMs will randomly hit one of 8 bones on a Mech. The cluster of these bones is generally around the CT area. In addition to a large splash damage effect, and damage transfer – most of the damage is ending up on the CT, even though the missiles are actually hitting at different locations on the mech. It’s not actually a bug, rather a tuning fix to minimize splash damage. This tuning adjustment will go live in the first patch of June. Unfortunately, the fix was a tad late for the 21st patch.
This is bull$hyt and you know it. SSRMs hit CT and CT only, all your 'bones' are apparently there. Hit boxes are screwed up on mechs like Jenner and Cicada its impossible not to hit front CT no matter where from you are shooting and no matter what weapons you are using. Getting shot in the back and getting front side damage is common for nearly all exsisting mechs as well.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Metafox: Do you have any future plans to accommodate groups of 5+ players who want to play together but are unable to fill a full 12-man?
A: Yes. We’re getting close to feeling confident in the matchmaker, which is the sole reason for not allowing it currently.
Matchmaker? Confident? Just lolz here.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
DeathofSelf: What is your reason behind the decision to not reintroduce collisions/knockdowns until after launch?
A: Priorities mostly. The same people needed to work on Collisions are needed to work on CW and UI 2.0.
Hire more people.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Lilslugger: Would it be possible to switch between 1st and 3rd person view when spectating another player after death rather than only seeing 1st person?
A: Probably.
So you can type for him in chat ... 'hey I see an Atlas ambushing you behind that wall'. Yeah great, just what we need.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Kmieciu: People using macros is a sign that the game controls could be improved. What's the official response for these ideas that have been floating around forums since closed beta?:
- changing ultra autocannons behavior: hold button for single fire (no jam, like regular autocannons), tap to double fire (a risk of jamming)
- chain fire with shorter delay between shots (usefull for AC2)
- ability to toggle TAG on/off (just like missile bay doors)
Anyone with a macro can already do all that, why not helping new players by giving everyone the same opportunities?
A: We’re going to look at any macros that may pose a balance issue and see if anything needs to be addressed in gameplay.
Macros should be banned. End of story. Encourage skill not macros.